The death of [55 Spiritualist] Craig (Firbolg)

in A Bend in a Murky Alley

from the perspective of [55 Spiritualist] Craig (Firbolg)

<worn on head>       a beautiful ruby hood from The Motte and Bailey of Duke Delwyn
<worn in ear>        a gnomish ear amplifier (magic)
<worn in ear>        a patched limestone stud
<worn around neck>   a wicked looking collar [superior]
<worn on body>       a patched dragonscale robe from Abandoned Elven Homestead
<worn about body>    an elven cloak of fine silk of precision (magic)
<worn about waist>   a belt of swirling shadows [superior] (magic)
<worn around wrist>  a bracelet of purple mist [superior]
<worn on hands>      a pair of brown leather gloves
<held>               the totem of the Tri-Lord
<held>               a small pinewood raven totem (magic)
<worn on feet>       a pair of fur boots

You are using:
<worn on head>       a beautiful ruby hood from The Motte and Bailey of Duke Delwyn
<worn in ear>        a gnomish ear amplifier (magic)
<worn in ear>        a patched limestone stud
<worn around neck>   a wicked looking collar [superior]
<worn on body>       a patched dragonscale robe from Abandoned Elven Homestead
<worn about body>    an elven cloak of fine silk of precision (magic)
<worn about waist>   a belt of swirling shadows [superior] (magic)
<worn around wrist>  a bracelet of purple mist [superior]
<worn on hands>      a pair of brown leather gloves
<held>               the totem of the Tri-Lord
<held>               a small pinewood raven totem (magic)
<worn on feet>       a pair of fur boots

< 1213h/1213H 262v/263V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 1213h/1213H 262v/263V Pos: standing >
Doctors Office
Obvious exits: -East 
The doctor on duty reads a current medical journal.(Gold Aura)

< 1213h/1213H 262v/263V Pos: standing >
A Bend in the Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west.  There are onyx menhirs standing every
five feet along the side of the road, silent sentinels on its journey through
the city.  Small crimson cobblestones make up the roadway, each fitted to its
neighbor through a tongue and groove system.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
To the north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East  -South -West 

< 1213h/1213H 261v/263V Pos: standing >
A Bend in the Grand Tharnadian Way
   There are onyx menhirs standing every five feet along the side of the road,
silent sentinels on its journey through the city.  Small crimson cobblestones
make up the roadway, each fitted with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West 
A shady looking youth is standing here, eyeing you with a devious glance.

< 1213h/1213H 260v/263V Pos: standing >
Alas, you cannot go that way. . . .

< 1213h/1213H 260v/263V Pos: standing >
Alas, you cannot go that way. . . .

< 1213h/1213H 260v/263V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here.  There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city.  Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system.  The street looks highly traveled, with buildings
flanking the road as far off as the eye can see.  The city's armory stands to
the north of here.
Obvious exits: -North# -East  -West 
A shady looking mercenary stands here, eyeing you with open contempt.(Red Aura)

< 1213h/1213H 261v/263V Pos: standing >
The Grand Tharnadian Way
   There are onyx menhirs standing every five feet along the side of the road,
silent sentinels on its journey through the city.  Small crimson cobblestones
make up the roadway, each fitted with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.
Obvious exits: -East  -West 
A young man in leather armor seems to be patrolling the area.

< 1213h/1213H 262v/263V Pos: standing >
An Arch Before the Keeps
   A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps.  The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south.  No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute.  The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East  -South -West 
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 1213h/1213H 261v/263V Pos: standing >
The Western Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues to the south, while it intersects with the
Grand Tharnadian Way to the north.
Obvious exits: -North -South
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
A peasant farmer is here from his farmstead, probably on business.(Gold Aura)

< 1213h/1213H 260v/263V Pos: standing >
A Bend in the Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues to the north, while to the west the
road turns south.  A murky alley winds its way east, into the seedier parts of
the city.
Obvious exits: -North -East  -West 

< 1213h/1213H 260v/263V Pos: standing >
Alas, you cannot go that way. . . .

< 1213h/1213H 261v/263V Pos: standing >
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the south and
to the west.  A dingy building stands to the north, its facade covered in
grime.
Obvious exits: -North -South -West 

< 1213h/1213H 260v/263V Pos: standing >
A Bend in a Murky Alley
Obvious exits: -North -East 

< 1213h/1213H 261v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the east and south, while a
murky alley leads out to the west.
Obvious exits: -East  -South -West 
(Q)A homeless child is here, scrounging around for some food.

< 1213h/1213H 261v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  Littered
with trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  It is a place of murder and dark deals, an area
where not even the city guards dare tread, and a land where the shadows hold
many evil secrets.  The road continues to the north and west.  A small home
opens to the east, while a two story scathole stands to the south.
Obvious exits: -North -East # -South -West 
A battle scarred mercenary is standing here, eyeing you with scrutiny.
A huge rat is here, eyeing you with a vicious hunger.
A huge rat is here, eyeing you with a vicious hunger.

< 1213h/1213H 261v/263V Pos: standing >
A Large, Ancient Looking Dwelling
   This huge dwelling appears to be the home of several families, filled with
old and worn out looking furniture.  As many as about seven families could
live in this sizable building, which is nearly a hundred feet around and
fifteen feet high.  At the back of the chamber, a wooden staircase leads up to
a second level.  Eidolon road is outside to the north.
Obvious exits: -North -Up   
An old man rests here, absently staring at something and daydreaming.(Gold Aura)
A female commoner is relaxing here, looking very tired and worn out.(Gold Aura)

< 1213h/1213H 262v/263V Pos: standing >
Upper Level of a Huge Dwelling
   This large squared chamber has a dozen windows in it, allowing a wide view
of the city below.  This is apparently where the many families that live here,
sleep at night.  Many short beds and blankets fill the chamber, with a  small
wooden staircase leading down to the main level below.
Obvious exits: -Up   # -Down 
A female commoner is stretched out, sound asleep.(Gold Aura)
A working commoner is stretched out, sound asleep.(Gold Aura)

< 1213h/1213H 261v/263V Pos: standing >
A Large, Ancient Looking Dwelling
   This huge dwelling appears to be the home of several families, filled with
old and worn out looking furniture.  As many as about seven families could
live in this sizable building, which is nearly a hundred feet around and
fifteen feet high.  At the back of the chamber, a wooden staircase leads up to
a second level.  Eidolon road is outside to the north.
Obvious exits: -North -Up   
An old man rests here, absently staring at something and daydreaming.(Gold Aura)
A female commoner is relaxing here, looking very tired and worn out.(Gold Aura)

< 1213h/1213H 262v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  Littered
with trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  It is a place of murder and dark deals, an area
where not even the city guards dare tread, and a land where the shadows hold
many evil secrets.  The road continues to the north and west.  A small home
opens to the east, while a two story scathole stands to the south.
Obvious exits: -North -East # -South -West 
A battle scarred mercenary is standing here, eyeing you with scrutiny.
A huge rat is here, eyeing you with a vicious hunger.
A huge rat is here, eyeing you with a vicious hunger.

< 1213h/1213H 261v/263V Pos: standing >
Hint: The main stat for armor class is agility. You can improve your armor class with equipment.

< 1213h/1213H 261v/263V Pos: standing >
A slutty whore enters from the west.

< 1213h/1213H 261v/263V Pos: standing >
It seems to be locked.

< 1213h/1213H 263v/263V Pos: standing >
The wooden seems to be closed.

< 1213h/1213H 263v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the east and south, while a
murky alley leads out to the west.
Obvious exits: -East  -South -West 
(Q)A homeless child is here, scrounging around for some food.

< 1213h/1213H 262v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  Littered
with trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  It is a place of murder and dark deals, an area
where not even the city guards dare tread, and a land where the shadows hold
many evil secrets.  The road continues to the north and west.  A small home
opens to the east, while a two story scathole stands to the south.
Obvious exits: -North -East # -South -West 
A working-class whore is standing here, catwalking around.
A battle scarred mercenary is standing here, eyeing you with scrutiny.
A huge rat is here, eyeing you with a vicious hunger.
A huge rat is here, eyeing you with a vicious hunger.

< 1213h/1213H 261v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the east, while a murky
alley leads out to the south.
Obvious exits: -East  -South
A shady looking mercenary stands here, eyeing you with open contempt.(Red Aura)
A large wandering dog is here, growling at you.

< 1213h/1213H 260v/263V Pos: standing >
A Murky Alley
Obvious exits: -North -South -West 

< 1213h/1213H 260v/263V Pos: standing >
A Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the north,
while the southern wall road opens to the south.
Obvious exits: -North -South
A young man in leather armor seems to be patrolling the walls.

< 1213h/1213H 260v/263V Pos: standing >
The Southern Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
east and west.  A tight and murky alley winds its way between two buildings to
the north.
Obvious exits: -North -East  -West 
A tough looking mercenary is standing here, strutting proudly.

< 1213h/1213H 261v/263V Pos: standing >
Road Beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the eastern defense tower of the
Tharnadian southern beach gates.  The road continues east, while the gates to
the southern beach lie to the east.  The entrance to a large domicile lies to
the north, the rest of the building leaving to the west.
Obvious exits: -North# -East  -West  -Up   
A young cleric is standing here, smiling at you warmly.(Gold Aura)

< 1213h/1213H 261v/263V Pos: standing >
Inside the Southern Beach Gates
   Two huge ironbound gates guard the southern beach entrance to Tharnadia
here, standing nearly twenty feet tall.  The gates are fastened to huge stone
towers on either side, making this entrance seem very secure and protected.  A
system of ropes and pulleys hold the door up, reducing its weight and making
it easily opened and closed by a single operator.  To the south, a wide beach
opens up.  The wall road leads to the east and to the west.
Obvious exits: -East  -South# -West 

< 1213h/1213H 262v/263V Pos: standing >
The iron seems to be closed.

< 1213h/1213H 262v/263V Pos: standing >
Ok.

< 1213h/1213H 263v/263V Pos: standing >
Outside the Southern Beach Gates
Obvious exits: -North -West 

< 1213h/1213H 262v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 
You see the red shape of a medium living being here.

< 1213h/1213H 260v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 
You see the red shape of a tiny living being here.
You see the red shape of a tiny living being here.

< 1213h/1213H 257v/263V Pos: standing >
Someone suddenly attacks YOU!

< 1213h/1213H 258v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 

< 1213h/1213H 255v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 
You see the red shape of a medium living being here.

< 1213h/1213H 256v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 
You see the red shape of a tiny living being here.
You see the red shape of a tiny living being here.

< 1213h/1213H 253v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -North -East 

< 1213h/1213H 251v/263V Pos: standing >
Alas, you cannot go that way. . . .

< 1213h/1213H 252v/263V Pos: standing >
On the Rocky Sea Wall
Obvious exits: -North -South

< 1213h/1213H 250v/263V Pos: standing >
Stone Wall over Tranquility Island
Obvious exits: -North -South

< 1213h/1213H 249v/263V Pos: standing >
Stone Wall over Tranquility Island
Obvious exits: -North -South

< 1213h/1213H 248v/263V Pos: standing >
Someone suddenly attacks YOU!
Someone misses you.
Sorry, you aren't allowed to do that in combat.

< 1213h/1213H 249v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 Someone misses you.

< 1213h/1213H 249v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 Someone dodges your futile attack.
You start chanting...

< 1213h/1213H 249v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 Casting: ice missile **

< 1213h/1213H 249v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 Someone misses you.

< 1213h/1213H 249v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 Casting: ice missile *

< 1213h/1213H 249v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 You complete your spell...
You point at someone.
[Damage:  9 ] Your ice missile slams into someone with a soft thud.
[Damage:  8 ] Your ice missile slams into someone with a soft thud.
You receive your share of experience.
You feel a carnal satisfaction as someone's gurgling and choking signals its demise.

< 1213h/1213H 249v/263V Pos: standing >
The corpse of a bone scorpion appears to be empty.

< 1213h/1213H 249v/263V Pos: standing >
Ok.
You put 63 platinum, 30 gold, 13 silver, and 16 copper coins into a rugged adventurers satchel.

< 1213h/1213H 250v/263V Pos: standing >
Access Point on a Long Stone Wall
Obvious exits: -North -East  -South -West 
You see the red shape of a tiny living being here.

< 1213h/1213H 250v/263V Pos: standing >
Outside a Huge Stone Lighthouse
Obvious exits: -North -East  -South
You see the red shape of a medium living being here.

< 1213h/1213H 251v/263V Pos: standing >
Tranquility Island
Obvious exits: -North -South -West 
You see the red shape of a small living being here.
You see the red shape of a small living being here.
You see the red shape of a tiny living being here.
There is a slight disturbance in the spirit realm here.

< 1213h/1213H 251v/263V Pos: standing >
Outside a Huge Stone Lighthouse
Obvious exits: -North -East  -South
You see the red shape of a medium living being here.
There is a slight disturbance in the spirit realm here.

< 1213h/1213H 251v/263V Pos: standing >
Access Point on a Long Stone Wall
Obvious exits: -North -East  -South -West 
You see the red shape of a tiny living being here.

< 1213h/1213H 249v/263V Pos: standing >
Stone Wall over Tranquility Island
Obvious exits: -North -South

< 1213h/1213H 248v/263V Pos: standing >
Stone Wall over Tranquility Island
Obvious exits: -North -South

< 1213h/1213H 246v/263V Pos: standing >
On the Rocky Sea Wall
Obvious exits: -North -South

< 1213h/1213H 245v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -North -East 
There is a slight disturbance in the spirit realm here.
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 1213h/1213H 242v/263V Pos: standing >
Alas, you cannot go that way. . . .

< 1213h/1213H 243v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 
You see the red shape of a tiny living being here.
You see the red shape of a tiny living being here.

< 1213h/1213H 240v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 
You see the red shape of a medium living being here.
There is a slight disturbance in the spirit realm here.

< 1213h/1213H 238v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 

< 1213h/1213H 236v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 
You see the red shape of a tiny living being here.
You see the red shape of a tiny living being here.

< 1213h/1213H 234v/263V Pos: standing >
On a Low Rocky Wave Break
Obvious exits: -East  -West 
You see the red shape of a medium living being here.

< 1213h/1213H 232v/263V Pos: standing >
Someone suddenly attacks YOU!
Someone misses you.

< 1213h/1213H 232v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 1213h/1213H 232v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 You start chanting...

< 1213h/1213H 232v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 A red shape says in common 'Look at the way the seashells glimmer on the sand.'

< 1213h/1213H 232v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 Casting: ice missile **

< 1213h/1213H 232v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 Casting: ice missile *
Someone misses you.

< 1213h/1213H 232v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 The rain is falling less heavily now.

< 1213h/1213H 232v/263V Pos: standing >
< T: a red shape TP: sta TC:excellent E: someone sta EP: excellent >
 You complete your spell...
You point at someone.
[Damage: 11 ] Your ice missile slams into someone with a soft thud.
[Damage:  4 ] Your ice missile slams into someone with a soft thud.
You receive your share of experience.
You feel a carnal satisfaction as someone's gurgling and choking signals its demise.

< 1213h/1213H 232v/263V Pos: standing >
The corpse of a deathhead adder appears to be empty.

< 1213h/1213H 232v/263V Pos: standing >
You don't have anything to put in it.

< 1213h/1213H 233v/263V Pos: standing >
Outside the Southern Beach Gates
Obvious exits: -North -West 

< 1213h/1213H 232v/263V Pos: standing >
Inside the Southern Beach Gates
   Two huge ironbound gates guard the southern beach entrance to Tharnadia
here, standing nearly twenty feet tall.  The gates are fastened to huge stone
towers on either side, making this entrance seem very secure and protected.  A
system of ropes and pulleys hold the door up, reducing its weight and making
it easily opened and closed by a single operator.  To the south, a wide beach
opens up.  The wall road leads to the east and to the west.
Obvious exits: -East  -South -West 
A stray tomcat is darting after rodents, here.

< 1213h/1213H 233v/263V Pos: standing >
Road Beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the eastern defense tower of the
Tharnadian southern beach gates.  The road continues east, while the gates to
the southern beach lie to the east.  The entrance to a large domicile lies to
the north, the rest of the building leaving to the west.
Obvious exits: -North# -East  -West  -Up   

< 1213h/1213H 234v/263V Pos: standing >
The oak seems to be closed.

< 1213h/1213H 235v/263V Pos: standing >
The Southern Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The road continues both
east and west.  A tight and murky alley winds its way between two buildings to
the north.
Obvious exits: -North -East  -West 

< 1213h/1213H 235v/263V Pos: standing >
A Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the north,
while the southern wall road opens to the south.
Obvious exits: -North -South
A young cleric is standing here, smiling at you warmly.(Gold Aura)
A tough looking mercenary is standing here, strutting proudly.
A young man in leather armor seems to be patrolling the walls.

< 1213h/1213H 235v/263V Pos: standing >
A Murky Alley
Obvious exits: -North -South -West 

< 1213h/1213H 237v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the east, while a murky
alley leads out to the south.
Obvious exits: -East  -South
A dangerous looking rogue mercenary is here, looking extremely alarmed.(Red Aura)
A huge rat is here, eyeing you with a vicious hunger.
A shady looking mercenary stands here, eyeing you with open contempt.(Red Aura)
A large wandering dog is here, growling at you.

< 1213h/1213H 237v/263V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.

< 1213h/1213H 238v/263V Pos: standing >
The dangerous looking rogue leaves east.

< 1213h/1213H 239v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  Littered
with trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  It is a place of murder and dark deals, an area
where not even the city guards dare tread, and a land where the shadows hold
many evil secrets.  The road continues to the north and west.  A small home
opens to the east, while a two story scathole stands to the south.
Obvious exits: -North -East # -South -West 
A dangerous looking rogue mercenary is here, looking extremely alarmed.(Red Aura)
(Q)A homeless child is here, scrounging around for some food.

< 1213h/1213H 238v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the east and south, while a
murky alley leads out to the west.
Obvious exits: -East  -South -West 
A huge rat is here, eyeing you with a vicious hunger.
A tough looking mercenary is standing here, strutting proudly.
A battle scarred mercenary is standing here, eyeing you with scrutiny.
A working-class whore is standing here, catwalking around.
A dangerous looking rogue mercenary is here, looking extremely alarmed.(Red Aura)

< 1213h/1213H 238v/263V Pos: standing >
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  Littered
with trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  It is a place of murder and dark deals, an area
where not even the city guards dare tread, and a land where the shadows hold
many evil secrets.  The road continues to the north and west.
Obvious exits: -North -West 

< 1213h/1213H 239v/263V Pos: standing >
Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the north and south, while
a murky alley leads out to the east.
Obvious exits: -North -East  -South
A dangerous looking rogue mercenary is here, looking extremely alarmed.(Red Aura)
A homeless peasant is here, looking lost and hungry.(Gold Aura)
A huge rat is here, eyeing you with a vicious hunger.
A shady looking youth is standing here, eyeing you with a devious glance.
A stray tomcat is darting after rodents, here.

< 1213h/1213H 240v/263V Pos: standing >
The shady youth looks around as if he's lost something.

< 1213h/1213H 240v/263V Pos: standing >
The shady youth leaves south.

< 1213h/1213H 247v/263V Pos: standing >
A homeless peasant leaves south.

< 1213h/1213H 247v/263V Pos: standing >
A Murky Alley
Obvious exits: -East  -South -West 

< 1213h/1213H 249v/263V Pos: standing >
A Bend in a Murky Alley
Obvious exits: -North -East  -West 
You see the red shape of a medium living being here.

< 1213h/1213H 250v/263V Pos: standing >
A Grubby Tavern
   A foul stench fills the air of this large tavern, with the smells of vomit,
alcohol, and tobacco all mingling together.  The bar itself if considerably
grubby, covered with spilled drink and empty bottles.  It is obvious that
whoever owns this bar cares little for it, or enjoys running a very scummy
and run-down establishment.  There is only one main exit, leading back out
to the west into the alley.
Obvious exits: -East  -West 
A scumbag sits at one of the tables here, drunk out of his mind.(Gold Aura)
A scumbag sits at one of the tables here, drunk out of his mind.(Gold Aura)
A scumbag sits at one of the tables here, drunk out of his mind.(Gold Aura)
A scumbag sits at one of the tables here, drunk out of his mind.(Gold Aura)
A scumbag sits at one of the tables here, drunk out of his mind.(Gold Aura)
A filthy man is sitting here, drunk out of his mind.(Gold Aura)
(Q)An extremely grubby looking man stands behind the bar, peering at you.(Red Aura)

< 1213h/1213H 250v/263V Pos: standing >
A Bend in a Murky Alley
Obvious exits: -North -East  -West 
You see the red shape of a medium living being here.

< 1213h/1213H 251v/263V Pos: standing >
A Bend in a Murky Alley
Obvious exits: -North -East  -South
You see the red shape of a medium living being here.

< 1213h/1213H 251v/263V Pos: standing >
A Murky Alley
Obvious exits: -East  -West 

< 1213h/1213H 251v/263V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West 
A Drow Elf enters from the south.

< 1213h/1213H 251v/263V Pos: standing >
A Drow Elf leaves north.

< 1213h/1213H 252v/263V Pos: standing >
A Murky Alley
Obvious exits: -East  -West 

< 1213h/1213H 254v/263V Pos: standing >
Alarm bells sound, signalling an invasion!

< 1213h/1213H 255v/263V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!

< 1213h/1213H 255v/263V Pos: standing >
A Bend in a Murky Alley
Obvious exits: -North -East  -South
You see the red shape of a medium living being here.
Alarm bells sound, signalling an invasion!

< 1213h/1213H 254v/263V Pos: standing >
A red shape looks around as if he's lost something.

< 1213h/1213H 255v/263V Pos: standing >
A red shape enters from the east.

< 1213h/1213H 257v/263V Pos: standing >
A Kobold suddenly attacks YOU!
A Kobold snaps into visibility.
A Kobold's fine bludgeon grazes you.
[Damage:  3 ] A Kobold suffers from contact with the aura about you.

< 1206h/1213H 258v/263V Pos: standing >
< T: Craig TP: sta TC:few scratches E: A Kobold sta EP: few scratches >
 A Drow Elf starts casting an offensive spell.
A Drow Elf snaps into visibility.

< 1206h/1213H 258v/263V Pos: standing >
< T: Craig TP: sta TC:few scratches E: A Kobold sta EP: few scratches >
 A Troll suddenly attacks YOU!
A Troll's bludgeon wounds you.
The globe around a Troll's body flares as it bears the brunt of your assault!

< 1189h/1213H 258v/263V Pos: standing >
< T: Craig TP: sta TC:few scratches E: A Kobold sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 1189h/1213H 258v/263V Pos: standing >
< T: Craig TP: sta TC:few scratches E: A Kobold sta EP: few scratches >
 A Kobold's bludgeon grazes you.
[Damage:  3 ] A Kobold suffers from contact with the aura about you.
A Kobold's fine bludgeon grazes you.
[Damage:  4 ] A Kobold suffers from contact with the aura about you.
You dodge a Kobold's vicious attack.
You attempt to flee...
PANIC!  You couldn't escape!

< 1176h/1213H 258v/263V Pos: standing >
< T: Craig TP: sta TC:few scratches E: A Kobold sta EP: few scratches >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'qpaahuq fussrz'
Ripples of ChAoTiC energy slam into you as reality comes crashing down.
OUCH!  That really did HURT!
Darkness flows from the rift encasing you in an impenetrable shell!
You have been blinded!
Clutching your head you try to escape the
maddening images circling you!
The world starts spinning, and your ears are ringing!
Ice crystals form around you as intense cold causes your body to freeze.
Ripples of ChAoTiC energy slam into you as reality comes crashing down.

< 951h/1213H 258v/263V Pos: standing >
<You can't!  You're paralyzed to the bone.

< 951h/1213H 258v/263V Pos: standing >
Someone's impressive bludgeon wounds you.
The globe around someone's body flares as it bears the brunt of your assault!
Pain unlike you have ever felt before permeates your body.
OUCH!  That really did HURT!
Someone's bludgeon wounds you.
The globe around someone's body flares as it bears the brunt of your assault!
Someone's impressive crush wounds you.
The globe around someone's body flares as it bears the brunt of your assault!
Someone's powerful crush strikes you.
The globe around someone's body flares as it bears the brunt of your assault!
Someone's powerful bludgeon strikes you.
The globe around someone's body flares as it bears the brunt of your assault!
Pain unlike you have ever felt before permeates your body.
OUCH!  That really did HURT!
Someone is surrounded by a glowing green aura!
Someone's bludgeon strikes you.
The globe around someone's body flares as it bears the brunt of your assault!
Someone's bludgeon strikes you.
The globe around someone's body flares as it bears the brunt of your assault!

< 435h/1213H 258v/263V Pos: standing >
You can't!  You're paralyzed to the bone.

< 435h/1213H 258v/263V Pos: standing >
The world stops spinning.
You can move again.

< 435h/1213H 258v/263V Pos: standing >
Someone completes his spell...
Someone utters the words 'abrauztg gpahhzfuio uqzbarr'
You reel in pain as someone's iceball shatters upon impacting you.
OUCH!  That really did HURT!
Someone fills with BLoodLuST and makes a ferocious leap at YOU!
Someone knocks you down with a mighty blow!
The globe around someone's body flares as it bears the brunt of your assault!

< 246h/1213H 258v/263V Pos: kneeling >
< T: someone TP: kne TC:pretty hurt E: someone sta EP: excellent >
 Someone completes his spell...
Someone utters the words 'buoblg qfjgpuio paie'
A huge fist sent by someone grabs you, and begins crushing your body.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 29h/1213H 258v/263V Pos: kneeling >
< T: someone TP: kne TC: awful E: someone sta EP: excellent >
 You feel a cloak of blindness dissolve.

< 29h/1213H 258v/263V Pos: kneeling >
< T: Craig TP: kne TC: awful E: A Troll sta EP: excellent >
 A Kobold snaps into visibility.
A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.